InfoChangelevel::IsEntitySaveable
0x00863a60 · 116 bytes · __thiscall
_ZN15InfoChangelevel16IsEntitySaveableEP11CBaseEntity
Decompiled
undefined (2 params)
/* InfoChangelevel::IsEntitySaveable(CBaseEntity*) */
undefined4 __thiscall InfoChangelevel::IsEntitySaveable(InfoChangelevel *this,CBaseEntity *param_1)
{
char cVar1;
uint uVar2;
int *piVar3;
int iVar4;
uVar2 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
if ((-1 < (int)uVar2) && (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0'))
{
piVar3 = (int *)CBaseEntity::GetRootMoveParent(param_1);
cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3);
if ((cVar1 == '\0') &&
(((uVar2 & 2) != 0 ||
((*(int *)(param_1 + 0x80) != 0 && (iVar4 = CBaseEntity::IsDormant(param_1), iVar4 == 0)))))
) {
return 1;
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.